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Asked By
Ole
Imagine a cube with 4 thrusters on each face, like on a small space-capsule.
These generate thrust in 12 directions (Forward, Backward, Left, Right, Up, Down, +Yaw, -Yaw, +Pitch, -Pitch, +Roll, -Roll)
Thrust for each direction is calculated and (should be) implemented each frame.
My rotations (Yaw, Pitch and Roll) work like a charm … but I’m too stupid to integrate the linear thrust (generated local to object’s orientation) into a single global translation for my object.
Please help!
extends KinematicBody
var Decay:float = 2.0;
var CurrDecay:float = 0.0;
var ThrustX:float = 0.0;
var ThrustY:float = 0.0;
var ThrustZ:float = 0.0;
var ThrustMax:float = 50.0;#Meters/Second
var RotateY:float = 0.0;
var RotateX:float = 0.0;
var RotateZ:float = 0.0;
var RotateMax:float = 10.0;#Degrees/Second
onready var Velocity:Vector3 = transform.origin;
func _process(delta):
if Input.is_action_pressed("Shift"):
if Input.is_action_pressed("Pitch+"):
RotateX -= (RotateMax-abs(RotateX)) * delta;
if Input.is_action_pressed("Pitch-"):
RotateX += (RotateMax-RotateX) * delta;
if Input.is_action_pressed("ThrustLeft"):
ThrustX -= (ThrustMax-abs(ThrustX)) * delta;
if Input.is_action_pressed("ThrustRight"):
ThrustX += (ThrustMax-ThrustX) * delta;
```
if Input.is_action_pressed("ThrustUp"):
ThrustY += (ThrustMax-ThrustY) * delta;
if Input.is_action_pressed("ThrustDown"):
ThrustY -= (ThrustMax-abs(ThrustY)) * delta;
else:
if Input.is_action_pressed("ThrustFront"):
ThrustZ -= (ThrustMax-abs(ThrustZ)) * delta;
if Input.is_action_pressed("ThrustBack"):
ThrustZ += (ThrustMax-ThrustZ) * delta;
if Input.is_action_pressed("Yaw+"):
RotateY += (RotateMax-RotateY) * delta;
if Input.is_action_pressed("Yaw-"):
RotateY -= (RotateMax-abs(RotateY)) * delta;
if Input.is_action_pressed("Roll+"):
RotateZ -= (RotateMax-abs(RotateZ)) * delta;
if Input.is_action_pressed("Roll-"):
RotateZ += (RotateMax-RotateZ) * delta;
#DAMPEN
CurrDecay = delta*Decay;
RotateX = lerp(RotateX,0.0,CurrDecay);
RotateY = lerp(RotateY,0.0,CurrDecay);
RotateZ = lerp(RotateZ,0.0,CurrDecay);
ThrustX = lerp(ThrustX,0.0,CurrDecay);
ThrustY = lerp(ThrustY,0.0,CurrDecay);
ThrustZ = lerp(ThrustZ,0.0,CurrDecay);
#EXECUTE
rotate_object_local(Vector3.FORWARD,deg2rad(RotateZ));
rotate_object_local(Vector3.RIGHT,deg2rad(RotateX));
rotate_object_local(Vector3.UP,deg2rad(RotateY));
#CRAPPY MISGUIDED LOW-IQ ATTEMPT OF TRANSLATION:
var ThrustVector = Vector3(ThrustX,ThrustY,ThrustZ);# ???
Velocity = Velocity * ThrustVector;# ???
global_translate(Velocity);# ???
#move_and_collide(Velocity);# ???
#translate(Velocity);# ???
```
If in your submarine (yellow, isn’t it?) the forward direction is -z then you get the global vector3 with global_transform.basis.z * -1.
You can exchange z with i.e. y if you want an up/down vector.
Thanks for your response … but it dosn’t help me, as I don’t know what to do with the information.
And yes, it might be yellow
Ole | 2019-05-01 12:28
That is your"Thrustvector" (gdscript style)
wombatstampede | 2019-05-01 17:44
Oh, I see. I just checked your code a bit closer. I am more used to the physics approach where you can add multiple impulses.
So, if you got Thrust values for the 3 axes then you can multiply each value with each global_transform.basis.x/y/z. Then you could add thee resulting vector3’s to get one vector3.
So similar to this: (global_transform.basis.x * ThrustX) + (global_transform.basis.y * ThrustY) + (global_transform.basis.z * ThrustZ)
You could add this summed up vector to your velocity but you should reduce/damp your velocity at the same time (draft of water). Reducing of the velocity should be a small value relative to delta and the square of your velocity.
Thank you! … your input guided me to a working solution:
extends KinematicBody#User/Model
var Drag:float = 1.0;
var ThrustX:float = 0.0;
var ThrustY:float = 0.0;
var ThrustZ:float = 0.0;
var ThrustMax:float = 5.0;#Meters/Second?
var ThrustDecay:float = 2.0;
var ThrustVector:Vector3 = Vector3(0,0,0);
var MoveVector:Vector3 = Vector3(0,0,0);
var Velocity:Vector3 = Vector3(1,1,1);
var RotateY:float = 0.0;
var RotateX:float = 0.0;
var RotateZ:float = 0.0;
var RotateMax:float = 8.0;#Degrees/Second?
func _physics_process(delta:float) -> void:
if Input.is_action_pressed("Shift"):
if Input.is_action_pressed("Pitch+"):
RotateX -= (RotateMax-abs(RotateX)) * delta;
if Input.is_action_pressed("Pitch-"):
RotateX += (RotateMax-RotateX) * delta;
if Input.is_action_pressed("ThrustLeft"):
ThrustX -= (ThrustMax-abs(ThrustX)) * delta;
if Input.is_action_pressed("ThrustRight"):
ThrustX += (ThrustMax-ThrustX) * delta;
if Input.is_action_pressed("ThrustUp"):
ThrustY += (ThrustMax-ThrustY) * delta;
if Input.is_action_pressed("ThrustDown"):
ThrustY -= (ThrustMax-abs(ThrustY)) * delta;
else:
if Input.is_action_pressed("ThrustFront"):
ThrustZ -= (ThrustMax-abs(ThrustZ)) * delta;
if Input.is_action_pressed("ThrustBack"):
ThrustZ += (ThrustMax-ThrustZ) * delta;
if Input.is_action_pressed("Yaw+"):
RotateY += (RotateMax-RotateY) * delta;
if Input.is_action_pressed("Yaw-"):
RotateY -= (RotateMax-abs(RotateY)) * delta;
if Input.is_action_pressed("Roll+"):
RotateZ += (RotateMax-RotateZ) * delta;
if Input.is_action_pressed("Roll-"):
RotateZ -= (RotateMax-abs(RotateZ)) * delta;
#DAMPEN THRUST
var CurrDecay:float = delta*ThrustDecay;
RotateX = lerp(RotateX,0.0,CurrDecay);
RotateY = lerp(RotateY,0.0,CurrDecay);
RotateZ = lerp(RotateZ,0.0,CurrDecay);
ThrustX = lerp(ThrustX,0.0,CurrDecay);
ThrustY = lerp(ThrustY,0.0,CurrDecay);
ThrustZ = lerp(ThrustZ,0.0,CurrDecay);
#INTEGRATE FORCES
ThrustVector = (global_transform.basis.x*ThrustX) + (global_transform.basis.y*ThrustY) + (global_transform.basis.z*ThrustZ)
MoveVector = Velocity+ThrustVector;
MoveVector = lerp(MoveVector,Vector3(0,0,0),Drag*delta);#Water-drag
#EXECUTE
rotate_object_local(Vector3.RIGHT,deg2rad(RotateX));
rotate_object_local(Vector3.UP,deg2rad(RotateY));
rotate_object_local(Vector3.BACK,deg2rad(RotateZ));
Velocity = move_and_slide(MoveVector);
All I lack now, is somehow subtracting water-drag from the physical rotations as well … that will come, as my knowledge increases (along with some refactoring I guess)